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About Nutlink

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  1. Awesome! I just tested it out, and the first two work just fine, but the last one doesn't seem to want to cooperate. It tells me _x is an undefined variable. I'll mess around with it a little more, and I'll also let you know if it loads for multiple classes and how well it works on a dedicated server over the weekend. Still, like I said the first two definitely work in initial testing. Thanks! EDIT 1: Ok, it looks like it works unless you back out to the lobby. Once I did that and selected a different class, it wouldn't give me the option for anything, even if I went back to the same class. I wonder if this could be taken care of via an event handler? EDIT 2: Also looks like if you back out of a server and rejoin with the mission still in progress it displays only the right kit. I'm guessing it's the way I launch the script. EDIT 3: Temporarily resolved by doing while loops on a sleep timer. Not a huge deal for the smaller mission, but something to look at later on.
  2. I've tried searching for something like this, but I can't seem to find it anywhere. Anywho, here's my dilemma. I have 7 units placed down. I'd like each of those units to have their own list of preset kits to choose from, but only for that particular unit. Looking at the Biki for this it shows it should work with objects, however I can't seem to get it to work. This is what I have in a script executed via init.sqf: [west, "Rifleman1"] call BIS_fnc_addRespawnInventory; [west, "Grenadier1"] call BIS_fnc_addRespawnInventory; [west, "Marksman1"] call BIS_fnc_addRespawnInventory; [west, "Medic1"] call BIS_fnc_addRespawnInventory; [west, "UAV1"] call BIS_fnc_addRespawnInventory; [west, "Lead1"] call BIS_fnc_addRespawnInventory; [west, "AutoRifleman1"] call BIS_fnc_addRespawnInventory; However, if I put this code in the init of a unit and replace west with this, it works just fine. I'd rather not do it that way because I plan on having multiple kits for each unit (and I'm trying to avoid being overly sloppy about it). I've tried replacing west with the units name and the units class, with and without quotes, in the script without success. I'm pretty sure it works because if I leave it at west, everyone is able to select the kits and I get zero script errors with -showScriptErrors on. Note I actually have more than this (ex Rifleman2, Rifleman3, Marksman2, Marksman3, etc etc) but I cut it out for testing. I'm sorry if this has been asked before, but like I said I cannot seem to find anything about it. Here is the Biki page for reference: https://community.bistudio.com/wiki/BIS_fnc_addRespawnInventory
  3. Nutlink

    Stealth Kills?

    I'm not completely against it, but I can tell you that out of the thousands of hours I've spent playing OFP, ArmA, ArmA 2, and ArmA 3, I can count on one hand how many times I have wished for some sort of stealth melee kill.
  4. Nutlink

    Suppression Effect missing in ARMA3

    I miss the suppression. I don't care for the visual effects too much, but the gun sway that prevented me from just popping up during a reload and firing off pinpoint accurate rounds brought a lot more of a "realistic" feel to it. Not to mention that half the fun I had with the M249 in ArmA 2 was laying down suppression fire while a few friends work their way through the alley on the side. Much more fun than everyone charging in without a care in the world about near misses.
  5. Not really, it was quite useful to those of us who actually learned how to use it. It definitely could use some tweaking, but if you also factor in freelook as well it becomes insanely awesome. The best part about it is that it would be almost exactly like what we have now, but instead of being "stuck" with 9 different stances you would have full control.
  6. Which makes absolutely 0 sense as an argument against having the attachments removeable because A) this can be changed per character for a mission anyway, B) cuts back even more on weapon variants in crates, C) it's entirely possible to do with some weapons IRL as stated above, and D) you can always have a mission set so that nobody has a GL unless they pick it up off of someone, the exact way it is now. All this would do is make even fewer weapon models necessary while allowing you to customize your weapon even further on the missions that would allow it.
  7. While the current implementation is far better than what we had previously, I'd kill to have something like Rainbow Six Raven Shields fluid movement. You could inch yourself up, down, left, or right. Yeah, you had to stand still to do it, but you had a ton of control over your character.
  8. Nutlink

    ArmA 3 on Steamworks?

    Put the files back to their original location, then verify that the game works. Once you do that, then right-click on the game and select "Backup Game Files" and follow the directions. Once you have it backed up then go to Steam>Backup and Restore Games, and follow the prompts from there. Make sure you select the right install location too. If that does not work, then put the game in temporary directory to hold on to it. Delete the game from your Steam list to uninstall it. Then reinstall it, but pause the download. Exit Steam, then copy the files into the new save location. Start Steam back up, pause the download, and do the "Verify Integrity of Game Cache" (right click the game>Properties>Local Files) for the game to check what you have and to see if it needs to redownload anything. This is more or less a last effort attempt because if it goes wrong, you're stuck redownloading the whole game without a backup.
  9. Nutlink

    ArmA 3 on Steamworks?

    I remember all these arguments against Steam back in 2004 or so. Back then I hated it too, because I had a dial-up connection and using Steam to play Half-Life 2 was a pain in the ass with it's constant updates. Sometime around 2006 or so is when Steam started to win me over, and it's been nothing but love ever since. Am I concerned about losing my Steam library? To an extent. I believe Valve more than almost any other game developer, and definitely more than any other publisher. They've stated before (and you can contact their customer service about this if you'd like, even if it doesn't exactly "prove" anything) that they have measurements in place to ensure that you will still have access to all your games. I have a little over 201 games on my Steam library. If I lost access to all of those, I'd probably rebuy maybe 10 of those, and it would most likely cost me under $100. I can live with that. I don't resell my games anyway, so that's a non-issue for me personally. Honestly, PC games are the last thing I'd buy used in regards to entertainment for a variety of reasons. Patching? It keeps the multiplayer community from splitting up too much. If you run Steam on multiple machines like I do, then I just create a backup of the game on a USB drive and reinstall the game on the other machine to avoid having to download the game (or any massive patches) again. I don't think I've ever seen anyone banned from Steam without access to their games that didn't deserve it. Not that it never happens, but considering the size of it's userbase and how little it seems to happen compared to the fraction that is Origin that does the same thing, or the accidental bannings from Punkbuster, and it's even less of a concern. Hell, even the region locking and pricing issues people suffer from are thanks to the publishers. There's a few games out there that, even though they're bought off of Steam, don't require Steam to be running at all to run the game. I recall Far Cry 2 being that case, and yet you'll have others that require yet ANOTHER program to run (Far Cry 3 launches UPlay, then you can launch FC3). It all depends on the deal between Valve and the publisher/developer/whoever. I understand that it sucks for some people, but to claim that it's the end of the series because it's taking away a little bit of your freedom (funny thing coming from primarily Windows users) is fairly ignorant. I do not believe it will work like that. There might be a way to do this with a few registry edits, but I didn't find anything that I could do that with. You're best bet would be to back up the game, delete the local files and the reinstall (using the backup) to the new location, although anything that's saved locally might get lost (user configs, control settings, etc), although that's usually saved in either the game directory itself (in which case you're safe) or your Windows profile (which if it isn't removed when uninstalling, you're safe again).
  10. Nutlink

    I just dont know what is going on.

    Did you try running ArmA 2 and Operation Arrowhead separately before trying to run CO?
  11. Nutlink

    Army of the Czech Republic DLC

    You played an average of 4 hours 30 minutes a day, or more, since ArmA 2 came out, and that's only in MP? Wow... Personally the only AI issues I ever really run into are in regards to vehicles being aware of damn near everything, and even then it seems to be hit and miss when it happens. It's become much less frequent throughout the last several patches, even. That being said, I can't wait to get this on Steam. I really liked the new units from the beta patch, and a nice lush, green island would be a nice change of pace from the deserts and autumn forests.
  12. Nutlink

    Arma 2 & OA GTX 680 Performance problem

    Try disabling Hyperthreading and see if the problem persists. I have a GTX 680 with i7-2600k and the game runs fantastic, but if I turn on Hypterthreading my FPS takes a serious dip. It didn't do this when I had a 6970 (although that card had it's own set of problems).
  13. Nutlink

    Wildfire in Colorado (US)

    I live in Denver, it's been pretty horrendous around the state because of the fires. I'm fortunate enough to be far enough away from them, and luckily nobody I know has been directly affected by the fires, but it's still sad to see my lovely state burn down like this.
  14. From the Kickstarter itself: It's something that's been talked about at extreme lengths over at the BFS forums, and there's even a modding subsection already.
  15. Last I recall this being discussed on the forums it was something he wanted to wait on and see how well server traffic could keep up properly with everything. It could be as low as 6v6 or as high as 16v16, it's undecided yet. Still, I'd bet somewhere around 8v8 or 12v12, which would be pretty good IMO. It doesn't need to be massive. Knowing John, and the fact that he (and the others) are still working on this after so long and so many ups and downs, I'd say it's almost guaranteed to release.